Druid Skills

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Revision as of 18:50, 5 May 2023 by Daison (talk | contribs) (→‎Passive Skills)
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Active Skills

Forage

Caps at level VI

Requires level 12

Restorative fruits and berries can often be found and foraged for later use.


Fruits heal 160 life + 80 life per point

35 seconds re-use time


Tracking

Caps at level V

Requires level 45

Even the lightest feet or smallest scrape leaves a mark, which can be followed by those trained to see such things.


Tracking allows you to recieve updates on the general location of any player in an area. Additional points reduces the amount of time between updates for faster Tracking.


Shapeshift: Bear

Caps at level X

Requires level 50

Only after receiving the mystical power of the Druids can one shape change into a bear.

+10% absorb cap,-25% haste penalty

+6% life bonus, +3% stun resistance bonus, +1 life regeneration bonus per point

You gain a +1 Dual Wield and Enrage for every 4 points

2 minutes and 30 seconds re-use time


Roar

Caps at level X

Requires level 65

Requires Shapeshift: Bear V

Savage energies and instincts are released when a shape shifted Druid releases a primal roar.


+1% accuracy + 1% accuracy per point

Large damage bonus

Lasts 30 seconds

3 minute re-use time


Passive Skills

Prayer

Caps at level X

Prayer allows for quiet contemplation on the nature of divinity and the goodness of your chosen god.


+3 passive mana regeneration per point


Divine Focus

Caps at level X

Eases the difficulty of entering into the state of inner calm that allows you to draw on powers of the divine.


-2% spell mana cost on all spells per point


Maces

Caps at level VII

Requires level 2

The most basic skill you can learn, but also one of the most important.


Improves your ability to wield and do damage with maces.


Dodge

Caps at level IV

Requires level 10

The attempt to dodge an enemy's attack is a true art form. A successful dodge can range from a mere well timed duck to an elaborate back flip. Regardless of the form, a successful dodge will cause an enemy's melee attack to miss you completely.


Requires: Agility

+3% dodge bonus per point

+4% possible dodge bonus per point


Mastery of Air

Caps at level X

Requires level 15

Improves your ability to deal with the elements of Air, increasing the power and minimum effect.


+2% spellpower to Air spells per point

+2% minimum effect to Air spells per point


Mastery of Ice

Caps at level X

Requires level 20

Improves your ability to deal with the elements of Ice, increasing the power and minimum effect.


+2% spellpower to Ice spells per point

+2% minimum effect to Ice spells per point


Mastery of Fire

Caps at level X

Requires level 25

Improves your ability to deal with the elements of Fire, increasing the power and minimum effect.


+2% spellpower to Fire spells per point

+2% minimum effect to Fire spells per point


Magic Resistance

Caps at level X

Requires level 30

Through experience and knowledge, a resistance to the most common elements of magic can be developed.


+5% resistance to fire, ice, earth, air, light and dark spells per point


Double Attack

Caps at level IV

Requires level 35

Skilled Weapon masters can often strike their opponent twice from a single blow.


+4% chance to hit twice with your weapon per point


Parry

Caps at level IV

Requires level 40

One of the very first defensive weapon techniques, Parry uses your weapon to deflect an enemy's melee attack.


Requires: Strength and Agility

+2% parry bonus per point

+4% possible parry bonus per point


Spiritual Purity

Caps at level X

Requires level 50

Requires Prayer X

Divine power is restored quicker in purer souls.


+4 passive mana regeneration per point


Stability

Caps at level IV

Requires level 55

By taking a more stable stance, attackers are less likely to catch the defender off guard or off balance.


+8% stun resistance bonus per point

+2% chance per point to land a Bash with 100% accuracy


Battle Mastery

Caps at level V

Requires level 55

This advanced combat knowledge improves the timing and placement of your attacks which strategically reduce the value of your enemy's armor.


-2% penalty to enemy's absorb per point


Improved Vitality

Caps at level IV

Requires level 15

Improved Vitality improves your overall health and fitness.


+2% life bonus per point

+10% life regeneration bonus per point



Mastery of Pain

Caps at level III

Requires level 70

Through constant exposure, one's threshold for pain and suffering can be increased.


+2% absorb bonus per point


Combat Precision

Caps at level IV

Requires level 75

"Hitting the target with one attack is more effective then missing with two."

- Swordmaster Vandalera


+3% accuracy bonus per point


Arcane Mastery

Caps at level V

Requires level 75

"Through study of innate magic resistances, advanced pupils will find resistances are not uniform in effect and can thus be pierced."

- Study of Arcane Sciences

- Leaflet XIII, Book XXVII


-2% penalty to enemy's magic resistance per point



Rampage

Caps at level IV

Requires level 80

Requires Battle Mastery V

The fiercest warriors know how to use their rage to inflict the most damage possible.


+3% melee damage bonus per point



Triple Attack

Caps at level II

Requires level 80

Requires Double Attack V

Some swordmasters are so fast with a blade, they can strike their target three times within the time it takes others to hit just once.


+4% chance to hit an additional time with your weapon per point